User prompt
You left number 1
User prompt
Set counter to zero if no more block
User prompt
Set counter to zero if the last block falls
User prompt
Set counter to zero if the last block is fallen
User prompt
And after that set the counter to zero
User prompt
No load more towerblock if counter reach 1
User prompt
Change 20 to 19
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Avoid bouncing
User prompt
No load more towerblock if counter reach zero.
User prompt
I didn't say you that Reset the counter to 20 when it reaches zero!!!!!!!!
User prompt
Add counter to the top left corner of the map. Ensure that if player click the counter is counting one by one back from 20 to zero.
User prompt
Fix it
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Repair it
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Fix counter bug
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Display the counter
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Add towerblock counter to the top left corner of the map. Ensure that counter is counting back from 20 one by one if player click.
User prompt
I written 20 not 19!!!
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Please fix the bug: 'Cannot read properties of undefined (reading 'setText')' in or related to this line: 'counterTxt.setText(towerBlockCounter.toString());' Line Number: 81
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Ensure that the counter counts backwards from 20 one at a time and counts each loaded item one at a time
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'setText')' in or related to this line: 'counterTxt.setText(towerBlockCounter.toString());' Line Number: 81
User prompt
Add towerblock counter to the top left corner of the map. Ensure that player has 20 towerblock and no more load
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And remove from map if it fallen
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Ensure that an element that fell from the top of another falls breaks into pieces and disappears from the track
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'if (Math.abs(towerBlocks[i].x - towerBlocks[j].x) > towerBlocks[i].width * 0.1) {' Line Number: 127
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'if (Math.abs(towerBlocks[i].x - towerBlocks[j].x) > towerBlocks[i].width * 0.1) {' Line Number: 127
/****
* Classes
****/
//<Assets used in the game will automatically appear here>
// Class for TowerBlock
var TowerBlock = Container.expand(function () {
var self = Container.call(this);
var blockGraphics = self.attachAsset('towerBlock', {
anchorX: 0.5,
anchorY: 0.5
});
self.swayDirection = 1;
self.swaySpeed = 1;
self.update = function () {
self.x += self.swaySpeed * self.swayDirection;
if (self.x > 2048 - blockGraphics.width / 2 || self.x < blockGraphics.width / 2) {
self.swayDirection *= -1;
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB // Light blue background
});
/****
* Game Code
****/
var sky = game.addChild(LK.getAsset('sky', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0
}));
var grass = game.addChild(LK.getAsset('grass', {
anchorX: 0,
anchorY: 1,
x: 0,
y: 2732
}));
// Initialize variables
var towerBlocks = [];
var baseY = 2500; // Base row position
var currentBlock = null;
// Function to drop the current block
function dropBlock() {
if (currentBlock) {
currentBlock.swaySpeed = 0; // Stop swaying
towerBlocks.push(currentBlock);
currentBlock = null;
}
}
// Create a new block at the top of the screen
function createNewBlock() {
// Create a new block at the top of the screen
function createNewBlock() {
currentBlock = new TowerBlock();
currentBlock.x = 2048 / 2;
currentBlock.y = 100;
game.addChild(currentBlock);
}
currentBlock = new TowerBlock();
currentBlock.x = 2048 / 2;
currentBlock.y = 100;
game.addChild(currentBlock);
}
// Handle screen tap to drop the block
game.down = function (x, y, obj) {
dropBlock();
createNewBlock();
};
// Initialize the first block
createNewBlock();
// Update function for the game
game.update = function () {
if (currentBlock) {
currentBlock.update();
}
// Update positions of all blocks
for (var i = 0; i < towerBlocks.length; i++) {
towerBlocks[i].y += 5; // Move blocks down
// Check if the block has collided with the grass
if (towerBlocks[i].intersects(grass)) {
towerBlocks[i].y = grass.y - towerBlocks[i].height / 2; // Position the block on top of the grass
towerBlocks[i].swaySpeed = 0; // Stop the block from moving
}
// Check if the block has collided with another block
for (var j = 0; j < towerBlocks.length; j++) {
if (i != j && towerBlocks[i].intersects(towerBlocks[j])) {
towerBlocks[i].y = towerBlocks[j].y - towerBlocks[i].height; // Position the block on top of the other block
towerBlocks[i].swaySpeed = 0; // Stop the block from moving
// Initialize lastX for tracking changes on X
if (towerBlocks[i].lastX === undefined) {
towerBlocks[i].lastX = towerBlocks[i].x;
}
// Check if at least 90% of the tower block fits on the underlying one
if (towerBlocks[j] && Math.abs(towerBlocks[i].x - towerBlocks[j].x) > towerBlocks[i].width * 0.1) {
// If not, slide it off animatedly
towerBlocks[i].x += towerBlocks[i].x < towerBlocks[j].x ? -5 : 5;
// Check if the block has fallen off completely
if (towerBlocks[i].lastX <= 0 && towerBlocks[i].x > 0) {
towerBlocks[i].destroy(); // Remove the block from the game
towerBlocks.splice(i, 1); // Remove the block from the array
i--; // Adjust the index after removal
}
}
// Update last known states
towerBlocks[i].lastX = towerBlocks[i].x;
break; // Prevent block from bouncing by breaking the loop once a collision is detected
}
}
}
// Create a windstorm effect every 5 seconds
if (LK.ticks % 300 == 0) {
for (var i = 0; i < towerBlocks.length; i++) {
// If the block does not fit at least 90% of the way underneath, move it off the map
if (Math.abs(towerBlocks[i].x - towerBlocks[j].x) > towerBlocks[i].width * 0.1) {
towerBlocks[i].x += towerBlocks[i].x < towerBlocks[j].x ? -5 : 5;
}
}
}
};